Fire blood (Semblance Su): Anabelle´s semblance is her own cursed blood. Anabelle can imbue her weapons with her blood, making it just as if it had the flaming burst (1d6 of damage, critical 1d10) enchantment for 5 minutes per HD. Additionally, in the attack rolls this part of the damage is considered a touch attack (even if the attack cannot penetrate, the fire can still have the chance to score), and due to the nature of the strike, the enemy must spend one turn cleaning himself from the sticky burning blood or keep receiving half of the initial damage for 3 turns.To activate her semblance, Anabelle must attack herself with the weapon that she wishes to enchant and must spend a full round in doing so. The action of imbuing her weapons create Attack of opportunity.

Otherworldly Touch: Between sunset and sunrise a star elf confers the ghost touch ability on any melee weapon she wields and any armor she wears, but only so long as she keeps the weapon in hand or wears the armor. Star elves have a magical affinity for starlight that gives them an unusual edge in fighting extradimionsional foes.

Extraplanar: Star elves are not outsiders, but they are not native to faerun. Spells and effects that target extraplanar creatures affect star elves. Banaishment, dismissal, and similar effects that banish outsiders return a star elf to Sildeyuir.

Search (Ex): A star elf that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for that door. A star elf’s senses are so keen that she practically has a sixth sense about hidden portals.

Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save (DC 16) or fall under the half-vampire's influence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a half-vampire's charm gaze cannot be affected by that half-vampire's charm gaze for 24 hours. The ability has a range of 30 feet.

Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).

Immunities: -Magic Sleep and effects

Resistances (Ex): -Cold 5-Electricity 5.

Slam attack (Ex):-1d6+2

Low-Light visión (Ex)

Signature Weapon (Su): The kensai chooses one of his weapons (it must be one for which he has the Weapon Focus feat) to become a signature weapon. Most kensai choose either a sword or bow for this weapon, but even a kensai's natural weapons can be chosen. If the weapon is a manufactured one, it must be of at least masterwork quality.Upon qualifying for the class, a kensai gains the ability to establish a link with his signature weapon. The character focuses part of his life energy on the weapon, making it more effective in his hands and his hands alone.

Power Surge (Ex): At 2nd level, a kensai gains the ability to make a DC 15 Concentration check as a move action to focus his energy and spirit. If he succeeds, he gains +8 to his Strength for a number of rounds equal to one-half his class level. Each time after the first that a kensai successfully uses this ability in a single 24-hour period, the check DC increases by 5.

Weapon Finesse (Ex): At 1st level, an iaijutsu master may use her Dexterity modifier instead of her Strength modifier on attack rolls with her katana . This works like the Weapon Finesse feat, except that it applies to the katana, a weapon to which the feat cannot normally be applied.

Canny Defense (Ex): When not wearing armor, iaijutsu masters add their intelligence bonus to their Dexterity bonus to modify Armor Class while wielding a katana . As with normal Dexterity AC modifications, positive modifiers are lost when the iaijutsu master is caught flat-footed.

Lightning Blade (Ex): An iaijutsu master of 2nd level or higher adds her Charisma modifier to her initiative checks, as well as her Dexterity modifier.